gsdx ogl: tekken5 uses similar effect as Gran Turismo

So just reuse GT hle shader :) Acid stage is now correct. However it might need
some tuning for others stages.
Still look awful with uspcaled resolution (note internal game framebuffer is around 160x128)
This commit is contained in:
Gregory Hainaut 2016-05-06 21:10:47 +02:00
parent d41613c46a
commit 30b452543a
1 changed files with 8 additions and 0 deletions

View File

@ -678,6 +678,14 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
ps_sel.channel = 7; ps_sel.channel = 7;
m_context->TEX0.TFX = TFX_DECAL; m_context->TEX0.TFX = TFX_DECAL;
rt = tex->m_from_target; rt = tex->m_from_target;
} else if (m_game.title == CRC::Tekken5) {
GL_INS("Tekken5 RGB Channel");
ps_sel.channel = 7;
m_context->FRAME.FBMSK = 0xFF000000;
// 12 pages: 2 calls by channel, 3 channels, 1 blit
// Minus current draw call
m_skip = 12 * (3 + 3 + 1) - 1;
rt = tex->m_from_target;
} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) { } else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
if (m_game.title == CRC::TalesOfAbyss) { if (m_game.title == CRC::TalesOfAbyss) {
GL_INS("Tales Of Abyss Crazyness (MSB 16b depth to Alpha)"); GL_INS("Tales Of Abyss Crazyness (MSB 16b depth to Alpha)");